2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // host.c -- coordinates spawning and killing of local servers
36 A server can always be started, even if the system started out as a client
39 A client can NOT be started if the system started as a dedicated server.
41 Memory is cleared / released when a server or client begins, not when they end.
45 // how many frames have occurred
46 // (checked by Host_Error and Host_SaveConfig_f)
47 int host_framecount = 0;
48 // LordHavoc: set when quit is executed
49 qboolean host_shuttingdown = false;
51 // the real time since application started, without any slowmo or clamping
55 client_t *host_client;
57 jmp_buf host_abortframe;
58 double host_starttime = 0;
60 // pretend frames take this amount of time (in seconds), 0 = realtime
61 cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
62 // shows time used by certain subsystems
63 cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
64 cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
65 cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
66 cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
67 cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
68 cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
69 cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
70 cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
71 cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
72 cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
74 cvar_t developer = {CVAR_SAVE, "developer","0", "prints debugging messages and information (recommended for all developers and level designers)"};
75 cvar_t developer_extra = {0, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
76 cvar_t developer_insane = {0, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
77 cvar_t developer_loadfile = {0, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
78 cvar_t developer_loading = {0, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
79 cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
81 cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
82 cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
86 Host_AbortCurrentFrame
88 aborts the current host frame and goes on with the next one
91 void Host_AbortCurrentFrame(void)
93 longjmp (host_abortframe, 1);
100 This shuts down both the client and server
103 void Host_Error (const char *error, ...)
105 static char hosterrorstring1[MAX_INPUTLINE];
106 static char hosterrorstring2[MAX_INPUTLINE];
107 static qboolean hosterror = false;
110 // turn off rcon redirect if it was active when the crash occurred
111 // to prevent loops when it is a networking problem
112 Con_Rcon_Redirect_Abort();
114 va_start (argptr,error);
115 dpvsnprintf (hosterrorstring1,sizeof(hosterrorstring1),error,argptr);
118 Con_Printf("Host_Error: %s\n", hosterrorstring1);
120 // LordHavoc: if crashing very early, or currently shutting down, do
122 if (host_framecount < 3 || host_shuttingdown)
123 Sys_Error ("Host_Error: %s", hosterrorstring1);
126 Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
129 strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
131 CL_Parse_DumpPacket();
133 CL_Parse_ErrorCleanUp();
137 // print out where the crash happened, if it was caused by QC (and do a cleanup)
141 Host_ShutdownServer ();
143 if (cls.state == ca_dedicated)
144 Sys_Error ("Host_Error: %s",hosterrorstring2); // dedicated servers exit
151 Host_AbortCurrentFrame();
154 void Host_ServerOptions (void)
161 // COMMANDLINEOPTION: Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
162 // COMMANDLINEOPTION: Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
163 // if no client is in the executable or -dedicated is specified on
164 // commandline, start a dedicated server
165 i = COM_CheckParm ("-dedicated");
166 if (i || !cl_available)
168 cls.state = ca_dedicated;
169 // check for -dedicated specifying how many players
170 if (i && i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
171 svs.maxclients = atoi (com_argv[i+1]);
172 if (COM_CheckParm ("-listen"))
173 Con_Printf ("Only one of -dedicated or -listen can be specified\n");
174 // default sv_public on for dedicated servers (often hosted by serious administrators), off for listen servers (often hosted by clueless users)
175 Cvar_SetValue("sv_public", 1);
177 else if (cl_available)
179 // client exists and not dedicated, check if -listen is specified
180 cls.state = ca_disconnected;
181 i = COM_CheckParm ("-listen");
184 // default players unless specified
185 if (i + 1 < com_argc && atoi (com_argv[i+1]) >= 1)
186 svs.maxclients = atoi (com_argv[i+1]);
190 // default players in some games, singleplayer in most
191 if (gamemode != GAME_GOODVSBAD2 && gamemode != GAME_NEXUIZ && gamemode != GAME_BATTLEMECH)
196 svs.maxclients = svs.maxclients_next = bound(1, svs.maxclients, MAX_SCOREBOARD);
198 svs.clients = (client_t *)Mem_Alloc(sv_mempool, sizeof(client_t) * svs.maxclients);
200 if (svs.maxclients > 1 && !deathmatch.integer && !coop.integer)
201 Cvar_SetValueQuick(&deathmatch, 1);
205 =======================
207 ======================
209 void Host_SaveConfig_f(void);
210 void Host_LoadConfig_f(void);
211 extern cvar_t sv_writepicture_quality;
212 static void Host_InitLocal (void)
214 Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
215 Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
217 Cvar_RegisterVariable (&host_framerate);
218 Cvar_RegisterVariable (&host_speeds);
219 Cvar_RegisterVariable (&cl_minfps);
220 Cvar_RegisterVariable (&cl_minfps_fade);
221 Cvar_RegisterVariable (&cl_minfps_qualitymax);
222 Cvar_RegisterVariable (&cl_minfps_qualitymin);
223 Cvar_RegisterVariable (&cl_minfps_qualitypower);
224 Cvar_RegisterVariable (&cl_minfps_qualityscale);
225 Cvar_RegisterVariable (&cl_maxfps);
226 Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
227 Cvar_RegisterVariable (&cl_maxidlefps);
229 Cvar_RegisterVariable (&developer);
230 Cvar_RegisterVariable (&developer_extra);
231 Cvar_RegisterVariable (&developer_insane);
232 Cvar_RegisterVariable (&developer_loadfile);
233 Cvar_RegisterVariable (&developer_loading);
234 Cvar_RegisterVariable (&developer_entityparsing);
236 Cvar_RegisterVariable (×tamps);
237 Cvar_RegisterVariable (&timeformat);
239 Cvar_RegisterVariable (&sv_writepicture_quality);
247 Writes key bindings and archived cvars to config.cfg
250 void Host_SaveConfig_to(const char *file)
254 // dedicated servers initialize the host but don't parse and set the
256 // LordHavoc: don't save a config if it crashed in startup
257 if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark") && !COM_CheckParm("-capturedemo"))
259 f = FS_OpenRealFile(file, "wb", false);
262 Con_Printf("Couldn't write %s.\n", file);
266 Key_WriteBindings (f);
267 Cvar_WriteVariables (f);
272 void Host_SaveConfig(void)
274 Host_SaveConfig_to(CONFIGFILENAME);
276 void Host_SaveConfig_f(void)
278 const char *file = CONFIGFILENAME;
280 if(Cmd_Argc() >= 2) {
282 Con_Printf("Saving to %s\n", file);
285 Host_SaveConfig_to(file);
292 Resets key bindings and cvars to defaults and then reloads scripts
295 void Host_LoadConfig_f(void)
297 // unlock the cvar default strings so they can be updated by the new default.cfg
298 Cvar_UnlockDefaults();
299 // reset cvars to their defaults, and then exec startup scripts again
300 Cbuf_InsertText("cvar_resettodefaults_all;exec " STARTCONFIGFILENAME "\n");
307 Sends text across to be displayed
308 FIXME: make this just a stuffed echo?
311 void SV_ClientPrint(const char *msg)
313 if (host_client->netconnection)
315 MSG_WriteByte(&host_client->netconnection->message, svc_print);
316 MSG_WriteString(&host_client->netconnection->message, msg);
324 Sends text across to be displayed
325 FIXME: make this just a stuffed echo?
328 void SV_ClientPrintf(const char *fmt, ...)
331 char msg[MAX_INPUTLINE];
333 va_start(argptr,fmt);
334 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
344 Sends text to all active clients
347 void SV_BroadcastPrint(const char *msg)
352 for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
354 if (client->active && client->netconnection)
356 MSG_WriteByte(&client->netconnection->message, svc_print);
357 MSG_WriteString(&client->netconnection->message, msg);
361 if (sv_echobprint.integer && cls.state == ca_dedicated)
369 Sends text to all active clients
372 void SV_BroadcastPrintf(const char *fmt, ...)
375 char msg[MAX_INPUTLINE];
377 va_start(argptr,fmt);
378 dpvsnprintf(msg,sizeof(msg),fmt,argptr);
381 SV_BroadcastPrint(msg);
388 Send text over to the client to be executed
391 void Host_ClientCommands(const char *fmt, ...)
394 char string[MAX_INPUTLINE];
396 if (!host_client->netconnection)
399 va_start(argptr,fmt);
400 dpvsnprintf(string, sizeof(string), fmt, argptr);
403 MSG_WriteByte(&host_client->netconnection->message, svc_stufftext);
404 MSG_WriteString(&host_client->netconnection->message, string);
408 =====================
411 Called when the player is getting totally kicked off the host
412 if (crash = true), don't bother sending signofs
413 =====================
415 void SV_DropClient(qboolean crash)
418 Con_Printf("Client \"%s\" dropped\n", host_client->name);
420 SV_StopDemoRecording(host_client);
422 // make sure edict is not corrupt (from a level change for example)
423 host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
425 if (host_client->netconnection)
427 // free the client (the body stays around)
430 // LordHavoc: no opportunity for resending, so use unreliable 3 times
431 unsigned char bufdata[8];
433 memset(&buf, 0, sizeof(buf));
435 buf.maxsize = sizeof(bufdata);
436 MSG_WriteByte(&buf, svc_disconnect);
437 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
438 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
439 NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000, false);
441 // break the net connection
442 NetConn_Close(host_client->netconnection);
443 host_client->netconnection = NULL;
446 // call qc ClientDisconnect function
447 // LordHavoc: don't call QC if server is dead (avoids recursive
448 // Host_Error in some mods when they run out of edicts)
449 if (host_client->clientconnectcalled && sv.active && host_client->edict)
451 // call the prog function for removing a client
452 // this will set the body to a dead frame, among other things
453 int saveSelf = prog->globals.server->self;
454 host_client->clientconnectcalled = false;
455 prog->globals.server->self = PRVM_EDICT_TO_PROG(host_client->edict);
456 PRVM_ExecuteProgram(prog->globals.server->ClientDisconnect, "QC function ClientDisconnect is missing");
457 prog->globals.server->self = saveSelf;
460 // if a download is active, close it
461 if (host_client->download_file)
463 Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
464 FS_Close(host_client->download_file);
465 host_client->download_file = NULL;
466 host_client->download_name[0] = 0;
467 host_client->download_expectedposition = 0;
468 host_client->download_started = false;
471 // remove leaving player from scoreboard
472 host_client->name[0] = 0;
473 host_client->colors = 0;
474 host_client->frags = 0;
475 // send notification to all clients
476 // get number of client manually just to make sure we get it right...
477 i = host_client - svs.clients;
478 MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
479 MSG_WriteByte (&sv.reliable_datagram, i);
480 MSG_WriteString (&sv.reliable_datagram, host_client->name);
481 MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
482 MSG_WriteByte (&sv.reliable_datagram, i);
483 MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
484 MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
485 MSG_WriteByte (&sv.reliable_datagram, i);
486 MSG_WriteShort (&sv.reliable_datagram, host_client->frags);
488 // free the client now
489 if (host_client->entitydatabase)
490 EntityFrame_FreeDatabase(host_client->entitydatabase);
491 if (host_client->entitydatabase4)
492 EntityFrame4_FreeDatabase(host_client->entitydatabase4);
493 if (host_client->entitydatabase5)
494 EntityFrame5_FreeDatabase(host_client->entitydatabase5);
498 // clear a fields that matter to DP_SV_CLIENTNAME and DP_SV_CLIENTCOLORS, and also frags
499 PRVM_ED_ClearEdict(host_client->edict);
502 // clear the client struct (this sets active to false)
503 memset(host_client, 0, sizeof(*host_client));
505 // update server listing on the master because player count changed
506 // (which the master uses for filtering empty/full servers)
507 NetConn_Heartbeat(1);
511 for (i = 0;i < svs.maxclients;i++)
512 if (svs.clients[i].active && !svs.clients[i].spawned)
514 if (i == svs.maxclients)
516 Con_Printf("Loaded game, everyone rejoined - unpausing\n");
517 sv.paused = sv.loadgame = false; // we're basically done with loading now
526 This only happens at the end of a game, not between levels
529 void Host_ShutdownServer(void)
533 Con_DPrintf("Host_ShutdownServer\n");
538 NetConn_Heartbeat(2);
539 NetConn_Heartbeat(2);
541 // make sure all the clients know we're disconnecting
543 World_End(&sv.world);
545 if(prog->funcoffsets.SV_Shutdown)
547 func_t s = prog->funcoffsets.SV_Shutdown;
548 prog->funcoffsets.SV_Shutdown = 0; // prevent it from getting called again
549 PRVM_ExecuteProgram(s,"SV_Shutdown() required");
551 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
552 if (host_client->active)
553 SV_DropClient(false); // server shutdown
556 NetConn_CloseServerPorts();
562 memset(&sv, 0, sizeof(sv));
563 memset(svs.clients, 0, svs.maxclients*sizeof(client_t));
567 //============================================================================
571 Host_GetConsoleCommands
573 Add them exactly as if they had been typed at the console
576 void Host_GetConsoleCommands (void)
582 cmd = Sys_ConsoleInput ();
593 Returns a time report string, for example for
596 const char *Host_TimingReport(void)
598 return va("%.1f%% CPU, %.2f%% lost, offset avg %.1fms, max %.1fms, sdev %.1fms", svs.perf_cpuload * 100, svs.perf_lost * 100, svs.perf_offset_avg * 1000, svs.perf_offset_max * 1000, svs.perf_offset_sdev * 1000);
605 Runs all active servers
608 static void Host_Init(void);
614 double cl_timer, sv_timer;
615 double clframetime, deltarealtime, oldrealtime;
617 int pass1, pass2, pass3, i;
624 realtime = host_starttime = Sys_DoubleTime();
627 if (setjmp(host_abortframe))
629 SCR_ClearLoadingScreen(false);
630 continue; // something bad happened, or the server disconnected
633 oldrealtime = realtime;
634 realtime = Sys_DoubleTime();
636 deltarealtime = realtime - oldrealtime;
637 cl_timer += deltarealtime;
638 sv_timer += deltarealtime;
640 svs.perf_acc_realtime += deltarealtime;
642 // Look for clients who have spawned
643 for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
644 if(host_client->spawned)
645 if(host_client->netconnection)
647 if(i == svs.maxclients)
649 // Nobody is looking? Then we won't do timing...
650 // Instead, reset it to zero
651 svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
653 else if(svs.perf_acc_realtime > 5)
655 svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
656 svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
657 if(svs.perf_acc_offset_samples > 0)
659 svs.perf_offset_max = svs.perf_acc_offset_max;
660 svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
661 svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
663 if(svs.perf_lost > 0 && developer_extra.integer)
664 Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport());
665 svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
668 if (slowmo.value < 0.00001 && slowmo.value != 0)
669 Cvar_SetValue("slowmo", 0);
670 if (host_framerate.value < 0.00001 && host_framerate.value != 0)
671 Cvar_SetValue("host_framerate", 0);
673 // keep the random time dependent, but not when playing demos/benchmarking
674 if(!*sv_random_seed.string && !cls.demoplayback)
677 cl.islocalgame = NetConn_IsLocalGame();
679 // get new key events
680 SndSys_SendKeyEvents();
683 NetConn_UpdateSockets();
685 Log_DestBuffer_Flush();
687 // receive packets on each main loop iteration, as the main loop may
688 // be undersleeping due to select() detecting a new packet
690 NetConn_ServerFrame();
694 // check for commands typed to the host
695 Host_GetConsoleCommands();
697 // when a server is running we only execute console commands on server frames
698 // (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
699 // otherwise we execute them on client frames
700 if (sv.active ? sv_timer > 0 : cl_timer > 0)
702 // process console commands
703 // R_TimeReport("preconsole");
704 CL_VM_PreventInformationLeaks();
706 // R_TimeReport("console");
709 //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
711 // if the accumulators haven't become positive yet, wait a while
712 if (cls.state == ca_dedicated)
713 wait = sv_timer * -1000000.0;
715 wait = cl_timer * -1000000.0;
717 wait = max(cl_timer, sv_timer) * -1000000.0;
718 wait = bound(0, wait, 100000);
720 if (!cls.timedemo && wait >= 1)
722 double time0 = Sys_DoubleTime();
723 if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer)
724 NetConn_SleepMicroseconds((int)wait);
726 Sys_Sleep((int)wait);
727 svs.perf_acc_sleeptime += Sys_DoubleTime() - time0;
728 // R_TimeReport("sleep");
734 //-------------------
738 //-------------------
740 // limit the frametime steps to no more than 100ms each
745 svs.perf_acc_lost += (sv_timer - 0.1);
749 if (sv.active && sv_timer > 0)
751 // execute one or more server frames, with an upper limit on how much
752 // execution time to spend on server frames to avoid freezing the game if
753 // the server is overloaded, this execution time limit means the game will
754 // slow down if the server is taking too long.
755 int framecount, framelimit = 1;
756 double advancetime, aborttime = 0;
759 // run the world state
760 // don't allow simulation to run too fast or too slow or logic glitches can occur
762 // stop running server frames if the wall time reaches this value
763 if (sys_ticrate.value <= 0)
764 advancetime = sv_timer;
765 else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
767 // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
768 advancetime = bound(0.01, cl_timer, sys_ticrate.value);
770 aborttime = realtime + 0.1;
774 advancetime = sys_ticrate.value;
775 // listen servers can run multiple server frames per client frame
776 if (cls.state == ca_connected)
779 aborttime = realtime + 0.1;
782 if(slowmo.value > 0 && slowmo.value < 1)
783 advancetime = min(advancetime, 0.1 / slowmo.value);
785 advancetime = min(advancetime, 0.1);
789 offset = sv_timer + (Sys_DoubleTime() - realtime);
790 ++svs.perf_acc_offset_samples;
791 svs.perf_acc_offset += offset;
792 svs.perf_acc_offset_squared += offset * offset;
793 if(svs.perf_acc_offset_max < offset)
794 svs.perf_acc_offset_max = offset;
797 // only advance time if not paused
798 // the game also pauses in singleplayer when menu or console is used
799 sv.frametime = advancetime * slowmo.value;
800 if (host_framerate.value)
801 sv.frametime = host_framerate.value;
802 if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
805 // setup the VM frame
808 for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
810 sv_timer -= advancetime;
812 // move things around and think unless paused
816 // if this server frame took too long, break out of the loop
817 if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
820 R_TimeReport("serverphysics");
822 // send all messages to the clients
823 SV_SendClientMessages();
825 if (sv.paused == 1 && realtime > sv.pausedstart && sv.pausedstart > 0) {
826 prog->globals.generic[OFS_PARM0] = realtime - sv.pausedstart;
827 PRVM_ExecuteProgram(prog->funcoffsets.SV_PausedTic, "QC function SV_PausedTic is missing");
830 // end the server VM frame
833 // send an heartbeat if enough time has passed since the last one
834 NetConn_Heartbeat(0);
835 R_TimeReport("servernetwork");
839 // don't let r_speeds display jump around
840 R_TimeReport("serverphysics");
841 R_TimeReport("servernetwork");
844 //-------------------
848 //-------------------
850 if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
853 // decide the simulation time
854 if (cls.capturevideo.active)
857 if (cls.capturevideo.realtime)
858 clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
861 clframetime = 1.0 / cls.capturevideo.framerate;
862 cl.realframetime = max(cl_timer, clframetime);
865 else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
867 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
868 // when running slow, we need to sleep to keep input responsive
869 wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
871 Sys_Sleep((int)wait);
873 else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
874 clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
876 clframetime = cl.realframetime = cl_timer;
878 // apply slowmo scaling
879 clframetime *= cl.movevars_timescale;
880 // scale playback speed of demos by slowmo cvar
881 if (cls.demoplayback)
883 clframetime *= slowmo.value;
884 // if demo playback is paused, don't advance time at all
889 // host_framerate overrides all else
890 if (host_framerate.value)
891 clframetime = host_framerate.value;
893 if (cl.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
897 clframetime = cl.realframetime = cl_timer;
899 // deduct the frame time from the accumulator
900 cl_timer -= cl.realframetime;
902 cl.oldtime = cl.time;
903 cl.time += clframetime;
906 if (host_speeds.integer)
907 time1 = Sys_DoubleTime();
908 R_TimeReport("pre-input");
910 // Collect input into cmd
913 R_TimeReport("input");
915 // check for new packets
916 NetConn_ClientFrame();
918 // read a new frame from a demo if needed
919 CL_ReadDemoMessage();
920 R_TimeReport("clientnetwork");
922 // now that packets have been read, send input to server
924 R_TimeReport("sendmove");
926 // update client world (interpolate entities, create trails, etc)
928 R_TimeReport("lerpworld");
933 R_TimeReport("client");
936 R_TimeReport("render");
938 if (host_speeds.integer)
939 time2 = Sys_DoubleTime();
942 if(cl.csqc_usecsqclistener)
944 S_Update(&cl.csqc_listenermatrix);
945 cl.csqc_usecsqclistener = false;
948 S_Update(&r_refdef.view.matrix);
951 R_TimeReport("audio");
953 // reset gathering of mouse input
954 in_mouse_x = in_mouse_y = 0;
956 if (host_speeds.integer)
958 pass1 = (int)((time1 - time3)*1000000);
959 time3 = Sys_DoubleTime();
960 pass2 = (int)((time2 - time1)*1000000);
961 pass3 = (int)((time3 - time2)*1000000);
962 Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
963 pass1+pass2+pass3, pass1, pass2, pass3);
968 Mem_CheckSentinelsGlobal();
970 if (developer_memorydebug.integer)
971 Mem_CheckSentinelsGlobal();
974 // if there is some time remaining from this frame, reset the timers
979 svs.perf_acc_lost += sv_timer;
987 //============================================================================
989 qboolean vid_opened = false;
990 void Host_StartVideo(void)
992 if (!vid_opened && cls.state != ca_dedicated)
995 // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
996 NetConn_UpdateSockets();
1002 char engineversion[128];
1004 qboolean sys_nostdout = false;
1006 extern void u8_Init(void);
1007 extern void Render_Init(void);
1008 extern void Mathlib_Init(void);
1009 extern void FS_Init(void);
1010 extern void FS_Shutdown(void);
1011 extern void PR_Cmd_Init(void);
1012 extern void COM_Init_Commands(void);
1013 extern void FS_Init_Commands(void);
1014 extern qboolean host_stuffcmdsrun;
1017 ====================
1019 ====================
1021 static void Host_Init (void)
1026 if (COM_CheckParm("-profilegameonly"))
1027 Sys_AllowProfiling(false);
1029 // LordHavoc: quake never seeded the random number generator before... heh
1030 if (COM_CheckParm("-benchmark"))
1031 srand(0); // predictable random sequence for -benchmark
1033 srand((unsigned int)time(NULL));
1035 // FIXME: this is evil, but possibly temporary
1036 // LordHavoc: doesn't seem very temporary...
1037 // LordHavoc: made this a saved cvar
1038 // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
1039 if (COM_CheckParm("-developer"))
1041 developer.value = developer.integer = 1;
1042 developer.string = "1";
1045 if (COM_CheckParm("-developer2"))
1047 developer.value = developer.integer = 1;
1048 developer.string = "1";
1049 developer_extra.value = developer_extra.integer = 1;
1050 developer_extra.string = "1";
1051 developer_insane.value = developer_insane.integer = 1;
1052 developer_insane.string = "1";
1053 developer_memory.value = developer_memory.integer = 1;
1054 developer_memory.string = "1";
1055 developer_memorydebug.value = developer_memorydebug.integer = 1;
1056 developer_memorydebug.string = "1";
1059 // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
1060 if (COM_CheckParm("-nostdout"))
1063 // used by everything
1066 // initialize console command/cvar/alias/command execution systems
1069 // initialize memory subsystem cvars/commands
1070 Memory_Init_Commands();
1072 // initialize console and logging and its cvars/commands
1075 // initialize various cvars that could not be initialized earlier
1077 Curl_Init_Commands();
1078 Cmd_Init_Commands();
1079 Sys_Init_Commands();
1080 COM_Init_Commands();
1083 // initialize console window (only used by sys_win.c)
1086 // detect gamemode from commandline options or executable name
1089 // construct a version string for the corner of the console
1091 dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
1092 Con_Printf("%s\n", engineversion);
1094 // initialize ixtable
1097 // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
1108 Host_InitCommands();
1110 Host_ServerOptions();
1112 if (cls.state == ca_dedicated)
1113 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1116 Con_DPrintf("Initializing client\n");
1131 // set up the default startmap_sp and startmap_dm aliases (mods can
1132 // override these) and then execute the quake.rc startup script
1133 if (gamemode == GAME_NEHAHRA)
1134 Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec " STARTCONFIGFILENAME "\n");
1135 else if (gamemode == GAME_TRANSFUSION)
1136 Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec " STARTCONFIGFILENAME "\n");
1137 else if (gamemode == GAME_TEU)
1138 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
1140 Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec " STARTCONFIGFILENAME "\n");
1143 // if stuffcmds wasn't run, then quake.rc is probably missing, use default
1144 if (!host_stuffcmdsrun)
1146 Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n");
1150 // put up the loading image so the user doesn't stare at a black screen...
1151 SCR_BeginLoadingPlaque();
1153 // FIXME: put this into some neat design, but the menu should be allowed to crash
1154 // without crashing the whole game, so this should just be a short-time solution
1156 // here comes the not so critical stuff
1157 if (setjmp(host_abortframe)) {
1161 if (cls.state != ca_dedicated)
1166 // check for special benchmark mode
1167 // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
1168 i = COM_CheckParm("-benchmark");
1169 if (i && i + 1 < com_argc)
1170 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1172 Cbuf_AddText(va("timedemo %s\n", com_argv[i + 1]));
1176 // check for special demo mode
1177 // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits
1178 i = COM_CheckParm("-demo");
1179 if (i && i + 1 < com_argc)
1180 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1182 Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
1186 // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits
1187 i = COM_CheckParm("-capturedemo");
1188 if (i && i + 1 < com_argc)
1189 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1191 Cbuf_AddText(va("playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1]));
1195 if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
1196 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1198 Cbuf_AddText("startmap_dm\n");
1202 if (!sv.active && !cls.demoplayback && !cls.connect_trying)
1204 Cbuf_AddText("togglemenu\n");
1208 Con_DPrint("========Initialized=========\n");
1210 //Host_StartVideo();
1218 FIXME: this is a callback from Sys_Quit and Sys_Error. It would be better
1219 to run quit through here before the final handoff to the sys code.
1222 void Host_Shutdown(void)
1224 static qboolean isdown = false;
1228 Con_Print("recursive shutdown\n");
1231 if (setjmp(host_abortframe))
1233 Con_Print("aborted the quitting frame?!?\n");
1238 // be quiet while shutting down
1241 // disconnect client from server if active
1244 // shut down local server if active
1245 Host_ShutdownServer ();
1252 // AK hmm, no PRVM_Shutdown(); yet
1254 CL_Gecko_Shutdown();
1255 CL_Video_Shutdown();
1259 CDAudio_Shutdown ();
1262 NetConn_Shutdown ();
1265 if (cls.state != ca_dedicated)
1267 R_Modules_Shutdown();